enum states {
	IDLE,
	RUNNING,
}
var is_first_tick := false


func tick_physics(state: states, delta: float) -> void:
	match state:
		states.IDLE:
			pass
		states.RUNNING:
			pass
	
	is_first_tick = false


func get_next_state(state: states) -> 	states:
	# return an appropriate state inside each condition
	match state:
		states.IDLE:
			pass
		states.RUNNING:
			pass
	
	return state


func transition_state(from: states, to: states) -> void:
	# Often used to play the animation between states
	match to:
		states.IDLE:
			pass
		states.RUNNING:
			pass
	
	is_first_tick = true
